Capricorn One

Yes, you guessed it, the stupid title means it is one of my 50 in 50 adventure hooks.

Capricorn One is a “Can the heroes save the village?” adventure. For added fun as least some of the adventure is going to take place on water so it is a chance to prize your tanked up warriors out of their plate mail.

There are sea monsters, magic and deep water which probably makes it a warriors worst nightmare but jolly good fun to GM.

Thoughts on ancient structures in fantasy RPG’s and Shadow World.

We dropped anchor in the deep bay west of the Sullen Mountains. A solitary volcanic cone, trickling a faint plume of smoke from its summit loomed above us. The swells chopped but the water was relatively calm compared to the weather we had faced the past few weeks. To the north we beheld the Sunken City, the natives call it the City of Giants, but a cursory inspection of nearby structures indicated the occupants were most certainly mortal in size. The tops of huge blocks, broken towers and chipped obelisks worn down by the millennia spread as far as the eye could see. There must have been leagues of crumbling ruins above the water, but I could only imagine what secrets lay beneath the dark waves.

Travel Journals of Malco Teves, Merchant Captain of the Storm Sea Free Traders

Ancient castles, dark crypts, lost cities. Exploring ruins and structures is a key component in fantasy roleplaying, and if your games are similar most of these “ancient structures” are in fact really not that “ruined”.  I recently visited the Yucatan Peninsula and 4 different Mayan sites: Chitzen Itza, Coba, Tulum and a small complex on Cozumel. In some ways, Coba was the most interesting as much of the huge site (home to 55,000 people) is still buried under the jungle.  As I walked through the jungles, I definitely had my GM hat on, and thought about the experience through a roleplaying session. Peering into the jungle you can see numerous, huge, mounds covered in scattered stones, undergrowth and trees.  These are all buildings that not only haven’t been excavated, they are probably just piles of rubble. Most of the iconic buildings we see at these sites or in pictures are the result of complete rebuilding–often times done multiple times to either repair shoddy work or to correct architectural mistakes as archaeologists gather new information.

In other words, many untouched ancient ruins in real life wouldn’t make good adventure settings! Over time ancient structures degrade: they are buried under strata, collapsed in cataclysms or earthquakes, looted, stripped of cut stone for new buildings or leveled by conquering forces. In jungles, foliage quickly cover buildings and root systems crush and grind the buildings to dust. This reality is in sharp contract to our expectations as adventurers. Rarely do parties have to dig for days or weeks to uncover a tomb entrance or hire a work force to lift and move thousands of cut stones of a collapsed building. Many structures might not even resemble buildings as much as mounds of rubble or small hills which doesn’t work well for a cinematic approach to your game. I think we all tend towards “ruins lite” in our games: basically recognizable and functional structures with some crumbling around the edges.

But what if the buildings are much, much older than Earth comparables?  Right now the oldest constructions on Earth are 10,000 to 12,000 years old (Gobleki Tepi and Jericho) and GT was purposefully buried in 8000 BC to protect it! The 3 Eras in Shadow World span more than 100,000 years with many distinct high tech cultures and of course immortal Elves. These cultures left behind remnants of their civilizations across the planet.

Priest King of Shade (the opening vignette was taken from that) includes the ruins of a 1st Era Althan city. Over 100,000 years old, partially submerged and continuously explored and looted by subsequent cultures I had to think about how it would have survived or what it’s present state should be. Since we don’t have anything to compare to here and it was a city of advanced tech I had to guess at it. And what about other ancient lost ruins that may not date to the 1st Era but are still TENS of thousands of years old. Should we expect them to be intact, structurally sound and playable? Maybe hand wave their condition away due to “magic”?

I’m curious if anyone else has thought about this, introduced standard archaeology or excavation in any of their adventures or have thoughts on this topic?

What a rip off!

On Tuesday I came across a game called A Slight Mistake. It is a Pay What You Want game on RPGnow but do not pay anything to the author! When I say author what I really mean is thieving scum bag.

A Slight Mistake is, in the ‘authors’ own words…

For a few years now, I’ve been writing a series of novels set on a Dyson Sphere.

Then the opportunity arose for me to run a game based upon them. I created a beespoke set of rules, based upon my own preferences and so I decided to put it out there and see if anyone else would like to play it.

I’ve broken the rules into two books, the GM’s guide and the Player’s guide. Hopefully someone out there might find this useful.

I’ve set it to ‘pay what you like’ as I know this won’t be everybody’s preferences.

You see the bit where is tries to say “I created a bespoke set of rules” what he actually meant was “I ripped off Rolemaster or HARP and try to pass it off as my own.”

The only bit that is ‘his’ is that he turned the individual combat tables into something that looks like this.


He had the amazing thought of grouping spells like this


And that weapons could have their own fumble charts like this.

The combat system seems oddly familiar, lets look at shields and parrying.

I guess you get the picture?

Isn’t it amazing that half the time we agonise about how we can share playable adventures or NPCs without violating ICE’s intellectual property while someone else will happily rip off the entire game system.

I did vainly try to see if there was a mention of Rolemaster/HARP anywhere, any sort of acknowledgement or word of gratitude but nothing. The only kind of introductory preamble is a push to get you to buy his book on Amazon and a reference to Star Trek TNG. I won’t be buying his book.

I am not entirely sure if ICE can do anything about this either. You cannot copyright game mechanics and he has not used any of their logos or trademarks. It is just a wholesale plundering of ideas and presenting them as his own.

It wouldn’t surprise me if his next book was about a sea captain that builds a submarine and sails around under the ocean. He could call it “69046.767miles under the sea”. That is unique after all.

Culture of Spiders

We have released a few adventure hooks that could easily be expanded into full adventure modules with a bit of effort. One of the prime candidates is The City of Spiders.

As this hook introduced a whole city for the characters to explore along with factions to interact with it is easy to imaging creating several adventures within this one location.

So there seem to be two types of threat in this adventure. People from the various factions and spiders, large and small.

What I would like to do is gather some ideas of what ‘monsters’ you think complement the classic giant spider? I do not want to end up with a D&D menagerie in every room but I worry that a mono culture could get a bit same old same old fairly quickly.

So my four initial ideas are Drider style half human-half spiders possibly related to the inner circles of the church, Gemsting (giant scorpions) living in the surrounding landscape and giant wasps, the original ecological reason why the giant spiders both evolved and why they are tolerated in the city. Finally, there could be golem or or automata in spider form.

So can any of you come up with really good monsters that could naturally sit in a city dedicated to spiders?

Feldaryn’s Flying Ship

This week is Fanzine week and our latest 50 in 50 adventure.

Fanzine issue 12

This issue is the finishes the Essence part of BASiL with five new spell lists and as a preview of the Channelling lists there is one new featured channeling list ‘Minor Curses’. In addition you also get the Mummy and Mummy Lord as new monsters converted from 5e to Rolemaster. To round our the issue there are a few more articles on NPCs and player skills.

As this is Issue 12 it means we have completed our first year of the printed fanzine. It is also in some way fitting that this is the first issue to feature Craggle’s Shadow World art.

The fanzine is available on RPGnow and on Amazon in print and kindle editions.

 

In Feldaryn’s Flying Ship the characters come across a ship that is stuck – in a tree. The ship is actually a flying vessel and the sole individual on it – by all appearances a powerful mage – needs help getting the rigging untangled from the tree. The mage, Feldaryn, is not what he seems and can be a source of problems to the characters. Having access to flying transport may prove useful, though.

There is a three deck plan of the flying ship included.